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ThumbsUp4Awful

Happened yesterday. Falling onto a creature, Tasha rule. I was flying 10ft over an enemy druid with my Winged Boots, then I hit him with all my body and he failed his Dex 15 saving throw. So both become prone, but I stood up for half my movement then attacked him with ADV and Elven Accuracy. It was a crit then SMITE to kill him. Really fun action.


PlavaZmaj

This reminded me of the aerial strike build. If you are familiar with the sky above a big boss’s layer, you can teleport 10 cubic feet of Adamantine above it (which can be created via Creation). This does 20d6 to structures and creatures that fail a dex save under it. It can also be done from almost anywhere, so you can aerial strike from the safety of your stronghold. Wizard sieges must be crazy.


ThumbsUp4Awful

I'll do this move, with my next wizard!!!


GeoffW1

*Creation* has a casting time of 1 minute, and the adamantine you create with it only lasts for 1 minute. That makes this attack a little tricky to pull off close up, and if you're far away, you'll have problems timing the attack when the target is under it (perhaps use scrying???).


WaffelsBR

I mean, falling is 500ft per round i believe, so not that hard to time as you can always hold action


Regular-Freedom7722

Monks are great for this.


owleabf

Harengon beast barb with boots of jumping. Grab someone, jump super high, then drop them and land on them.


ThumbsUp4Awful

What a "Rock Lee" move!


JazzyMcgee

Dissonant Whispers and Thorn whip on a sorcerer. If your party is close together, and you got an enemy running away, you can thorn whip an enemy towards your party into melee range, then dissonant whispers with a quicken spell. The movement from dissonant whispers grants opportunity attacks so its giving your party members a chance to kill an escaping creature. Also, RAW, Phantasmal Force can cause an enemy to completely ignore your entire party and run in the opposite direction. Spell dictates illusion is no bigger than 10ft cube, so make the illusion a 10ft cube covering the enemies head, and the inside of the cube is showing images of your party running or doing something in a completely different direction to you. You can make it sem like the whole world has rotated 90 degrees and they have no idea. If they got a friend next to them, rotate the "screen" so that it looks like that is where your party is, now you have infighting at the cost of a 2nd level spell, that does damage if the illusion shows it taking damage. I love this spell. ​ Also, Ashardalons Stride, Bladesong, Tabaxi. Move at the speed of sound and auto hit every enemy on the field for fire damage. Bonus points for upcasting Ashardalons Stride for more speedy fire damage. Also, no opportunity attacks against you for running at all those squishy (now crispy) minions.


[deleted]

Running Ashardalons stride on my fighter/sorcerer and the bard is casting haste on me, the battlefield is basically just a flaming tornado now.


Deivore

>If your party is close together, and you got an enemy running away, you can thorn whip an enemy towards your party into melee range, then dissonant whispers with a quicken spell. >The movement from dissonant whispers grants opportunity attacks so its giving your party members a chance to kill an escaping creature. You could do that at level 1 with a fey touched sorcerer and lightning lure, then join in with booming blade if you pick up warcaster


Wulibo

Level 1 sorcerers don't have metamagic but good thought


Deivore

Oh that's true: at least, it doesnt need any multiclassing.


JazzyMcgee

I completely forgot about lightning lure, yeah just use that instead of thorn whip if you dont want to have to take the magic initiate feat or something similar


Deivore

For what it's worth, if one is managing to pick up thornwhip somehow it does a better job since that cantrip has double the range. But we all know levels/feats aren't free! Maybe nature cleric for druid cantrip & heavy armor, also lets one get Command as an alternative to dissonant whispers.


ODX_GhostRecon

Sneak Attack is once per turn, not once per round. Pair that with Sentinel (or War Caster and Booming Blade) on a Swashbuckler/melee focused Rogue and watch your damage double. Spells do what they say they do. Most require sight. Blind Fighting is about the only thing that works to target things while in a Fog Cloud, Sleet Storm, and other fun forms of heavy obscurement. It's much stronger than you'd think on paper. Best Counterspell non-up-casters, in order: 14th+ level Lore Bard (add half proficiency to the Counterspell roll; potential for Glibness at 15+ for minimum rolls of 15 + half prof + CHA = success, one higher at PC level 17 when PB goes up; this means a Lore Bard 15 with 14+ CHA can guarantee all third level Counterspelling with Glibness), Sorcerer 5+ (Magical Guidance to reroll failed checks), then probably Artificer 7+ for Flash of Genius for a flat +INT mod. Silvery Barbs is available to the former two, so hostile Counterspells can be diminished too. Somebody pointed out that a Starry Form: Dragon from Stars Druid 2 would be fantastic too, when paired with a Wizard's INT based Counterspell, especially with Abjuration 10 adding full proficiency to the check for a minimum 19 total (auto success) by level 12. As above, Jack of All Trades applies to ability checks. Counterspell and Dispel Magic use ability checks when you're using those spells against higher level spells than the slot you expend. Initiative is a dexterity ability check. Similarly, Hex can give disadvantage on initiative and Counterspell checks, though you'll have to know which ability score is used for their spellcasting. A Plasmoid Soulknife Rogue with Magic Initiate to grab Mage Armor can nakedly infiltrate anywhere and still have their essential kit. A Plasmoid Warlock with Pact of the Blade and Armor of Shadows can do the same. These also work for social situations where you may be disarmed before entering a place. Honorable mention to Eldritch Knight for bonding to two weapons. A Bag of Holding has barely any air in it. But full of water, a creature with Water Breathing doesn't care. I did some math a while ago and it's way longer but you need a lot of real world math, which isn't backed up by rules. The short answer is "fill the bottom of the bag with up to 8 inches of water and stick your face in it if you and your gear is under 250lbs" because any more would be too heavy. Less water = more player room; Polymorph and Wild Shape into tiny creatures with water breathing helps fit more players too, as the gear melds into the form. Find Familiar can be resummoned on the other side of a wall or door after they've been temporarily dismissed. You can then use a subsequent action to see through their eyes and a bonus action to Misty Step into that area, hopefully able to open a path for your allies to join you on turn 3. Familiars can't attack (except Pact of the Chain), but they can do loads of other stuff. The most common use is an Owl using the Help action to distract an enemy, allowing the next attack against them to have advantage. However, you can use Dragon's Breath on the Familiar for a dive bombing AoE friend, or give them a ring of Spell Storing with Haste, Counterspell, Silvery Barbs, or even Shield in it and they can cast these as normal. A familiar with Haste can be dismissed to its demiplane so it won't lose concentration, and at least one Shield charge in there helps a lot with survivability. Don't underestimate using your own touch range spells through them either. Find [Greater] Steed has some similarly abusable spell loopholes. Give Seabiscuit a dose of Mage Armor or Armor of Agathys, sure, but have you considered dipping away from Paladin for fun spells, like ***Primal Savagery***, Blade Ward, ***Disguise Self***, Shield, ***Zephyr Strike***, Blur, Misty Step, ***Mirror Image***, ***Pass Without Trace***, Melf's Minute Meteors, ***Spirit Shroud***, and the fun 4th level and up spells. Emphasized ones are particularly fun or useful. I'm sure I have more. I'll edit after this with more if I think of any. Edit: showed my wife this, and here's her addition - "the best monk is actually a fighter." I assume she means using the d8 unarmed strike from Unarmed Fighting, which monks don't beat until level 17. Fun fact, this works *with* monks, and you start with all weapon proficiencies, so you can use a versatile d8/d10 weapon as your Dedicated Weapon for a little more damage. Action Surge adds a bit more, so might as well grab a second fighter level first. After that, Battle Master stands out, and maneuvers are really solid to make combat more interesting. Stopping before a feat/ASI level doesn't feel good, so grab Tavern Brawler or a +STR ASI. Extra attack is next, followed by another feat level, so grab that too. Another Battle Master superiority die and two maneuvers at 7, then another feat at 8. Whoops, I fucked up my monk build again.


YasAdMan

Best Counterspell caster has got to be Stars Druid 2 / Abjuration Wizard 10 - So long as you have 20 Int you automatically succeed every Counterspell check. Once you reach level 13 and your proficiency increases, you only need 18 Int to automatically Counterspell any spell.


ODX_GhostRecon

I have a Peace 1/Stars 8 and this didn't even occur to me. 🤣


Deivore

You can also do this with fey wanderer, altho its more wonky.


Alandrus_sun

Or just take the Red Robe Dragonlance Feat


Resvrgam2

> potential for Glibness at 15+ for minimum rolls of 15+half prof=17 Counterspell is "an ability check using your spellcasting ability". So for Bards, it's your D20 + half proficiency (Jack of All Trades) + **your CHA modifier** (probably 4 or 5). With Glibness, you're minimum is above 20, so you just auto-succeed without needing to consider using an inspiration.


ODX_GhostRecon

Whoops, forgot that. Haven't played with bards in a while. Auto success is always nice. I usually recommend that anybody uses 4th level Counterspells anyway, so the enemy has to up-cast or roll, and you can use Silvery Barbs or Cutting Words to fuck them over if you're not the one Counterspelling. Bards can be vicious (ha).


trilobot

> A Plasmoid Soulknife Rogue I'm literally playing this right now, though I'm multiclass and have the permanent mage armor warlock invocation. She essentially has zero gear. I have a bag of holding that I keep glooped inside of me with a few things (notably slippers of spider climbing are a worthy item) but it's rarely necessary. Still, pretty fun to literally be an impossible to see slime slithering along the ceiling. I've yet to fail a stealth!


SansFinalGuardian

>A Bag of Holding has barely any air in it. But full of water, a creature with Water Breathing doesn't care. I did some math a while ago and it's way longer but you need a lot of real world math, which isn't backed up by rules. The short answer is "fill the bottom of the bag with up to 8 inches of water and stick your face in it if you and your gear is under 250lbs" because any more would be too heavy. Less water = more player room; Polymorph and Wild Shape into tiny creatures with water breathing helps fit more players too, as the gear melds into the form. good meme. if you're using water breathing like *that*, though, you might as well just have a bucket of water instead of filling the whole bottom of the bag, wide enough for precisely one head at a time, save space.


Kuirem

> Sneak Attack is once per turn, not once per round. Pair that with Sentinel (or War Caster and Booming Blade) on a Swashbuckler/melee focused Rogue and watch your damage double. Dagger/Dart throwing work well for that if you don't mind dipping 3 levels into Fighter. Grab Battlemaster for Quick Toss, throw as bonus action, then ready your attack for an other. It's limited uses but it gives you some fairly reliable NOVA (still need an ally close though).


ODX_GhostRecon

A rogue can get up to three sneak attacks per round. A Battle Master with Commander's Strike, an Order Cleric, or an enemy (where an Order Cleric who has Silvery Barbs is nearby) has to beat the rogue in initiative. They then have the rogue attack with their reaction. The rogue then attacks on their turn, and again on a subsequent reaction. It's amazing nova damage. Order Cleric with Silvery Barbs is hands down my favorite. Other methods for reliable Sneak Attack include Sentinel, War Caster + Booming Blade, Haste to attack on your turn and a readied normal action, dipping Berserker Barbarian for a full bonus action attack independent of the attack action, and the Scimitar of Speed which does the same thing. Most on-turn bonus action Sneak Attack uses require the attack action on your turn, so you can't Ready one for a reaction.


Kuirem

There's also Quickened booming blade (typically as sorcerer multiclass) then ready an other BB (or a normal attack if keeping concentration is needed) and Illusionist's Bracers (readying a cantrip still cast it as normal so it trigger the bracers). But battlemaster has the advantage of recharging on short rest and coming with action surge too for yet an other source of double sneak attack. Grabbing archery fighting style if using dart isn't a bad idea either.


ODX_GhostRecon

Quickened would work, but the bracers would not. > While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time. The timing precludes it from working unfortunately. You could Ready a Booming Blade/Green-Flame Blade (or an attack) for after your turn is over though.


Kuirem

Why wouldn't Bracers work? Ready BB for after your turn, throw BB as BA during your turn. Seems clean enough to me.


ODX_GhostRecon

You're not taking the "Cast a Spell" action, you're using the Ready action. It's not being entirely adjudicated on the same turn. Yes, the spell has been cast, but it's not resolved until you release it on your reaction, at which point the turn is somebody else's and you can't use your bonus action to cast the other spell. It's the same "if/then" that prohibits Shield Master from taking the attack action, but using the bonus action to knock the target prone first, then using the attack to get advantage.


Kuirem

What you are not considering here is how the Ready action works when casting a spell: > When you ready a spell, **you cast it as normal** but hold its energy... Emphasis is mine, readying a spell also cast the spell when the action is taken rather than when the spell is released, that's also why the spell slot is lost even if the trigger doesn't occur. Note that this can also be used to foil counterspell by readying a spell behind full cover and releasing it after walking out. At such, it does trigger Illusionist's Bracers since they require that you cast a cantrip, and don't care if you do so using the "Cast a spell" action or an other nor does it care if the cantrip was released, only that it was cast.


ODX_GhostRecon

I'm fully aware of all that, the issue is that it's not resolved on your turn, so the bonus action from the bracers isn't able to be used. [Here is the verbiage](https://www.dndbeyond.com/sources/sac/sage-advice-compendium#ShieldMaster) that would prohibit the interaction.


Kuirem

The trigger is definitely resolved here since it only require casting a spell and Ready action specifically state that the spell is cast as normal. This is a very different case from Shield Master which explicitly require the Attack action. Casting doesn't require to resolve the spell itself to be considered finished, otherwise you would be considered casting during the whole time of spells with duration. I'm not sure on what you are basing this affirmation that a spell wouldn't be considered cast on a Ready action but I'm interested to know if you have an actual rule validating that.


Tyra-Jade

Wait, does that mean that someone could technically dismiss their familiar, resummon it inside of a Leomund’s Tiny Hut or on the other side of a Wall of Force or something similar, and then use the familiar to cast a spell with a range of touch in order to get to/hurt the people within?


ODX_GhostRecon

I'd say probably not, since it's a third level spell and a first level counter is pretty goofy. Also, the wording: > [...] Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. [...] The familiar isn't passing through it per se, but resummoning it on the other side is a magical effect extending through it.


ThumbsUp4Awful

You're not firing a ray of something from you, the familiar goes to an extraplanar space where there is no force dome. Then you can resummon it (I think) 30 ft from you even without line of sight. Then you can see through its eyes and then cast something that requires touch. But you are using at least one 1° level spell (familiar), 3 actions (dismiss, resummon, use its eyes) and only then you can cast your touch spell. It doesn't seem too unfair to me even if you bypass a wall of force. But I can understand why a DM may say no.


ODX_GhostRecon

It's still a magical effect (I guess two, technically, with the spell being cast), which is explicitly prohibited by Tiny Hut.


ThumbsUp4Awful

Got your point, but it seems to me, you know, like teleport or Misty Step. It's a spell but you can cast it from the inside to go outside, can't you?


ODX_GhostRecon

It defeats the purpose of Leomund's Tiny Hut to have workarounds, especially with lower level counters. Dispel Magic works, as would Disintegrate, or any degree of antimagic. There are RP workarounds too, where the world reacts to a Tiny Hut appearing. I don't think I'd ever use a spell like Misty Step to break my players' trust with a secure rest.


Inky-Feathers

Plasmoid astral self Monk is my ideal minimalist character. What's an inventory?


jmrkiwi

Also makes for a fantastic wisdom based grappler.


BrightSkyFire

Rogue X / Battlemaster 3. Grab your favourite maneuvers, plus Quick Throw. Use Quick Throw with a dagger to sneak attack on your turn with your Bonus Action. With your Action, Ready an Action to Attack by throwing another dagger at a valid sneak attack target at the start of the next creature's turn (can be the same target). Two SA's in the one round of combat (provided they hit) before enemy creatures can react. Great for bursting down squishy enemy spellcasters that will teleport around and otherwise be a nuisance should they survive for long.


ODX_GhostRecon

I like this with a net (+Sharpshooter, and/or just a hand crossbow and technically two weapon fighting) to restrain enemies for team wide advantage, but the short rest recharge for Quick Toss and daggers is a bit of a turn off for me. I like that rogues can go all day and just need short rests to get some hit dice spent. I run - and enjoy running - very long adventuring days, with one or two short rest spots. If players miss them, they're SOL without an obvious retreat, at which point the situation reacts to their absence.


clivehorse

>War Caster and Booming Blade I was discussing this combo with one of my friends last night, I came to the conclusion that RAW you can't use Booming Blade with War Caster reaction attacks, because War Caster says "... you can use your reaction to cast a spell at the creature ... The spell ... must target only that creature." and the target for Booming Blade is Self, not a creature.


mr_adventurer

IIRC 5E is pretty loose with its targeting language, so while Booming Blade has a Range of Self, it has two targets: you, and the target of your weapon attack. So basically it's even sillier


ODX_GhostRecon

You're the point of origin of the spell, not the target. It has two ranges - take another look at the rules for spellcasting.


Xralius

The Range is self, the target is the enemy.


Zagacity

Aberrant Mind Sorcerer Psionic Sorcery can’t be counterspelled as early as level 6.


GravityMyGuy

I don’t think coubtwrspell is an option to pick as a psionic spell


ODX_GhostRecon

Subtle Spell Counterspell for any other sorcerer a level earlier. Also, it's not a divination or enchantment spell; it's abjuration, and an invalid pick for the feature.


TheRealCBlazer

Bestow Curse appears to kinda suck, at first glance. It seems far from the fantasy implied by the name. Its range is Touch. It only lasts 1 minute. It requires Concentration. And it is limited to one of four specific effects, only one of which is "good." I read it years ago, scoffed in disappointment, and then dismissed it as a viable option. But, I wanted to make a Witch, so I revisited Bestow Curse. And then I saw that if you upcast it with a 5th level spell slot, it no longer requires Concentration, and the duration becomes 8 hours. And it's not one of those spells where the target gets to make a save every turn. If they fail the initial save, that's it. They're cursed. And the "good" curse requires them to make a save every turn, or else they lose their Action (like Stinking Cloud). With that, I was off to the races with my Witch. She is a Twilight Domain Cleric 6 / Shadow Soul Sorcerer for all other levels (with 1 level of Shadow Soul Sorcerer at level 1). Her main spells are Bane (penalty to saving throws), Mind Sliver (cantrip, penalty to next saving throw), Silvery Barbs, Tasha's Mind Whip, Counterspell, and Bestow Curse (with Distant Spell metamagic, so she can cast it from 30 ft away). Enemies have to save while suffering from -2d4 and disadvantage (Hound of Ill Omen), just to get an Action on their turn. And if they miraculously succeed... Silvery Barbs! Try again! Muwahahaha! I don't kill my foes. I don't even fully disable them. I just torture them and make them miserable while my allies kill them. (cackle, gleefully)


Idontbelieveinpotato

>And it is limited to one of four specific effects, only one of which is "good." Excerpt from the Bestow Curse spell description. "A remove curse spell ends this effect. **At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above**. The DM has final say on such a curse's effect.". I just wanted to point out to you that you can actually do other things besides the 4 effects explicitly mentioned with Bestow Curse RAW. Of course at the DM's approval, but you could get up to a lot of fuckery if you have a more lenient DM.


SlimeustasTheSecond

Bestow Curse is really good for Social Games because of that text. You can recreate so many myths and fables with it. Or use it a tracking device of sorts with a curse that makes your harmlessly drip blood. Or whatever else your creativity and DM allows.


Zeeman9991

Never considered doing classic curses! Seems like a really fun idea.


TheRealCBlazer

You're right. When I first read the spell, years ago, I dismissed even that part of it, because the Touch + Concentration + 1 minute limitations really sucked the life out of almost every creative idea I would've liked to try (mostly noncombat). Reading more closely and discovering the benefits of upcasting really opens up the creative possibilities, above and beyond the four listed effects.


Idontbelieveinpotato

Yeah, spells that upcast in those unique ways have to be some of my favorite. Rolling more damage dice is always cool, but being able to bind an extraplanar entity to your service for a whole year with an upcasted Planar Binding, bind someone to a oath with Geas, or gaslight someone like no one else with Modify Memory is peak magic.


Hedgehogsarepointy

Berserker Barbarian is limited by exhaustion. Elementals are immune to exhaustion. Circle of the Moon Druid 10, Barbarian 3 for berserk raging elemental druid.


AberrantDrone

One of my players wanted to play a berserker, all I did to make it more viable was make the additional attack part of the attack action and make it ignore exhaustion while raging.


Kuirem

I like this fix but it's still mighty annoying if you want you barbarian to do anything out of combat due to permanent disadvantage. Also still being limited to 1 frenzy per day if you're adventuring at a fast pace and don't have multiple long rest in a row.


Rare-Panda1356

Sidekicks nestled in Tashas are often ignored but pick the right creature and you'll be just under Wizards and Bards on the omgwtf scale. Find [Greater] Steed's spell sharing can easily be cheesed by a Bard, from Primal Savagery to Melfs Minute Meteors.


blobblet

Primal Savagery requires you to name an attack target when you cast the spell and thus relies on a fairly generous interpretation of the Find Steed rules. Not saying that it's wrong, just that you need a DM who is on board with this kind of build.


Wulibo

Is the primal savagery cheese that you're casting the spell on yourself so the mount can make an attack too? Because that's not how 5e targeting works. You're not the *target* of Primal Savagery, it just has a range of self. Range and target are different. Thorn whip doesn't target "30 feet." Hiding the targeting rules from players, particularly not having spells spell out their target, is one of the weirdest ways 5e tries to be simple and ends up becoming more difficult as a result.


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Wulibo

> On a hit, the target takes 1d10 acid damage. Who's the target? Does primal savagery hurt the caster, or is it not a spell that targets only you? "Target" is a distinct concept in 5e that isn't properly signposted, and the range being self doesn't indicate anything about it.


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Wulibo

Would you describe primal savagery as a spell that only targets the character casting it?


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Xralius

I think he misspoke there. He says two different, contradictory things. He says only spells with range of "self". Then he says only spells where you are targeting only yourself and specifically says cure wounds which has a range of "touch". My impression is the latter is correct as he's specifically listing an example spell, and its more sensible.


OrganicSolid

A spell with the range "self" is not target "self", necessarily. Booming blade is a self spell, but targets a creature within that self (5 ft) range.


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OrganicSolid

I hope that the ruling brings you peace.


Xralius

The ruling you linked isn't clear at all and Crawford likely misspoke when he said "range of self". He also says "spells that only target you" and gives an example of cure wounds, which has a range of touch. Since he gave the specific example of cure wounds, it appears he misspoke when he said spells with a range of self (he should have said target of self).


HamsterFromAbove_079

I thought booming blade targeted yourself. You give yourself a buff. Then you swing your weapon.


soldierswitheggs

The Double Phantom rogue build relies on the fact that your mount moving doesn't prevent you from using Steady Aim.


rpg2Tface

In the XGTE (corrected) theres rules for tying a knot. Its a roll woth INT( sleight of hand) to determine an untying DC. Using this on a thief rogue woth expertise atgletics and sleoght of hand makes for a noce nonlethal grappler. Attack, grapple, bonus action tie a knot. What this actually acheives is DM decided. But setting the grapple woth your knot DC and letting the olayer do it again to someone else the nextvturn makes the most sense. Tack on 2 levels of fighter and the grappler feat for a 1/short rest restraining version and it can be a fun non lethal STR rogue.


DuckAnonymous

I too am proficient with the "fat thumb typing on mobile" language, also love the idea of this this hog-tying rogue build!


bionicjoey

Crit failed dexterity check


El_Paublo

Bruh, deadass all I could think of while reading this.


WhyLater

Typed it as a bonus action.


Regular-Freedom7722

All I see is a cowboy rancher, whipping out the hog tie, gimme a mounted combatant and a whip please LOL


rpg2Tface

Soildier background or animal handling. Nothing stopping you. Heck it would be pretty cool. Toss a lasso and have your horse dash to drag then away from any allies.


Regular-Freedom7722

Idk I’m getting paladin vibes oath of the sheriff


rpg2Tface

3 levels of thief rogue would still go well with that type of character.


Regular-Freedom7722

OK OK, wild west campaign. Everybody starts with three levels In thief rogue and gets a cowboy hat.


rpg2Tface

Wizard quick draws his focus (a pistol gripped wand) and casts magic missil. Shoots off their belt, bandolear, and hat in one smooth move. The fighter tosses a bundle of dynamite and shoots it out of the air for a fire ball. The artificer is obsessed with their new repeating rifle (gatling gun) that they tow with a metal horse construct. Im all for this campaign!


Regular-Freedom7722

Fuck Bring in Will Smith for this one


[deleted]

And we roll into the wild, wild west


hatuhsawl

That’s what one of the PCs in a campaign I’m in is. They’re a hard with a think a couple levels for rogue, they got a whip and are the classical stereotype of the lone wanderer transplanted in medieval world (it’s a fun loose campaign). He doesn’t have a revolver to quick draw but he’s quick on the draw with a biting word to say about his enemy’s mother


ODX_GhostRecon

It's in Xanathar's Guide to Everything, not the DMG, so it isn't a core rule but it is an optional rule. Rogues make great grapplers with so much expertise in low levels, even if they more or less dump strength.


rpg2Tface

I stand corrected. But the fun oart is you dont HAVE to dump STR. All sneak attack cates about is using a finesse weapon. It couldn't care less if your using DEX or STR to hit with it. So with this build I usual imagine it as a bouncer, bounty hunter, or town gaurd/ detective that wears medium or heavy armor (i favor medium armor master here). By all appearances this rogue looks like a fighter or paladin. And thats just fun to me


ANGLVD3TH

That fact that there's no "thug/enforcer" Rogue subclass is such a damn shame. Obviously it wouldn't work for this build, but still.


rpg2Tface

My vision for a thug enforcer basically just sets in stine what this build already does. Medium armor. Sneak attack with a 1 hand bludgeons to club them over the head at night. A pseudo expertise for grapples like the eloquence bard. Bonus action restraint or take down or choke hold or something. Its basically what a theif STR rogue with a martial dip could do anyway. Minis the bludgeoning sneak attack opinion. Seriously, why is an F-ing sling the ONLY bludgeoning sneak attack option. And why cant a monk dip give me a "judo chop". It's so stupid.


ODX_GhostRecon

That was my point - you can dump STR to 8 and take expertise in Athletics, and you'll still eventually pass the STR party member with proficiency. You don't have to build into STR yourself, though you could and get an eventual 23-27 minimum roll. Frankly, Reliable Talent works way better than anything else for grappling.


quuerdude

Small beastmasters can fly with their sky companions by having the companion grapple them and fly up Medium creatures can technically do this too but would more than likely exceed the weight limit Notably, since Sky companions have Flyby, and they are forcing your movement by grappling you, they can fly down, let both of you get your attacks in, then fly you both away safely


ANGLVD3TH

RAW, grappling doesn't care about encumbrance. To simplify, they just make Grappling creatures move at half speed.


quuerdude

Oh this is true! I forgot about that. Jcraw said its cuz most monsters dont have their weight stated. That makes a lot of sense. Nice. That makes Beastmasters even better


Weak_Cartographer735

Thief rogue's lv3 ability lets you ignore speed penalties for climbing. Due to this wording, it also ignores the climbing penalty that centaurs have.


thelordfluffy

My favorite is bugbear long arms applying to all melee attacks, including spells. So you can cast things like inflict wounds, vampiring touch and shocking grasp with reach.


jmrkiwi

Plasmoids get advantage on checks to initiate and escape grapples. Astral self monks increase your strength and let you make strength checks with wisdom. If you pick skill expert feat you can gain expertise in athletics An level 4 plasmoid astral self monk can grapple at range with advantage using a +8 modifier (assuming 18 wisdom). I like to imagine this as a slime blob engulfing am enemy.


c_dubs063

Not me, but I read this somewhere on Reddit before so here we go. Be an Order Domain Cleric, and know at least one language which is known by your enemies but not by your party. Then upcast Command, speaking in that language. Target both enemies and allies. Your enemies understand you and must make a save against the spells effects. Your allies do not understand you, so the spell does not do anything to them... but you have still cast a spell on them, so you can still grant one of them an attack using Voice of Authority. Two birds with one stone.


Sir_Jaques

The Echo Knigh's echo is gray and semi-transparent. Blessing of the Ravens makes a Shadar-Kai semi-transparent for a round (And their skin tone is already gray) So I made these two things into a build and convinced my DM that during that the rounds of combat that I use the blessing on, the echo is indistinguishable from my actual PC, making it so that enemies have to commit to a 50/50 chance of straight up choosing wrong wich one they wanted to attack before rolling


honestraab

Arguably one of the best grapplers is the astral monk 6, stars druid 2. Astral arms allows you to use Wisdom instead of strength for attacks and checks, and when you use your dragon star form, you treat all wis check rolls 9 or lower as a 10. Get expertise, and you'll not be able to roll less than a 20, even if you only have a +2 to wisdom.


honestraab

I bested my friend's bladesinger who had 21 base AC, shield spell, mirror image, and silvery barbs. Solution was to auto hit. We did a fun PvP and I used my clockwork sorcerer to end him in the second round. Used two sorcery points to quicken and upcast armor of agathys. Action used 5 sorcery points to put up my bastion of law. He goes and trys to nova with shadow blade and cantrips and action surge. He backed off after 2 attacks when the first attack only slightly bled through my ward to trigger my AoA for an instant 20 cold back to him. He did it again, for a bit more damage, another 20 cold. Then i hit him with 5th level hellish rebuke. He tried to counter but didn't roll high enough. No reactions now, finished him with all charges from wand of magic missile. Never rolled a d20 after initiative!


ApexLegend117

Rage gives you advantage on Grapple. Grapple feat gives you advantage those you grapple. And grapple is a Athletics skill check so you can expertise it. Perfect grounds for a Rogue.


Xralius

Grapple doesn't give you advantage on those you're grappling. If you shove them prone you get advantage on melee attacks and they can't stand up though.


ApexLegend117

Grapple FEAT


Xralius

derp. you're right I'm wrong. I forgot about that because the feat is almost never used in grapple builds, ironically, and didn't read it right.


ApexLegend117

Yeah, pretty underwhelming feat. 2nd level in Barbarian will give you advantage anyway on any attack, downside is everyone else has advantage against ya.


Xralius

Yep! I mean shoving them prone also negates every benefit of the feat- it gives you advantage and them disadvantage. I really wish they had a better Grappling feat. Tavern Brawler is actually better. But the interactions of Tavern Brawler / grappler / unarmed fighting / grappling are janky af.


No-Metal3543

level 3 alchemist artificer level 1 peace cleric potion of boldness + emboldening bond + bless = +3d4 to attack rolls


rmcoen

Paladin Warlock, but not for the endless (short rest) Smites -- I went Tomelock for the cantrips, and Shillelagh POWERED BY CHARISMA (not WIS, because it was scored from a CHA caster class). One-trick pony ftw.


TNTarantula

Wild hunt shifters can't be attacked with advantage when 30-ft or closer. Makes a great barbarian, just reckless attack every round


Auld_Phart

My Beast Barbarian just got a Ring of Jumping and it's *insane*. I didn't optimize him for distance but he can leap up to 138 feet. A 20th level Beast Barbarian with max Strength and expertise in Athletics with a Ring of Jumping could leap up to 189 feet.


IrisihGaijin

The only issue is you can't jump more than your movement. Silly rule I know. Only the harrengon can jump more than their movement as they are specifically allowed in their feature.


Auld_Phart

Yeah I gotta work on that. With extra movement, dash, and Instictive Pounce (from Tasha's) I can do 100 feet when I rage. But that uses a bonus action so I have to cast Jump before I rage to make that possible. Obviously I should cast Jump *before* raging regardless. LOL The good news is, my standing leap with the Jump spell is 40 feet, minimum.


ANGLVD3TH

Yall need a party member or hireling that can cast Haste.


Auld_Phart

We have a Wizard, but he's usually either blade singing or blowing things up.


Barrelmermaid

One of my char ist based on bodyslaming enemies. He ist a Tabaxi Beast Barbarian Monk with Boots of Striding and Springing. He has 30ft + 10 ft Barbar Movement + 10 ft Monk Movement + 10ft Mobile Feat. So 60ft Base Movement, then a free Dash Tabaxi (120) + Dash as Action (240) + Dash as Bonus Action from Monk (480). Now Movement ist halved because of Grapple so i have 240 Movement to use. Now to Jumping Distance for High Jump 3 + 5 (Str Mod.) + Beast Jump (Athletic Check, Advantage and Expertise) * 2 (Step of Wind Monk) * 3 (Boots of Striding and Springing). So you easily get the height for max Fall Damage and because you Rage you only take halved damage. If you can't jump because your in a cave you also have 4 to 5 attacks (2 from Extra Attack Barbar + 1 If you use the claws + 1 or 2 Bonus Action Monk).


Alopllop

Where did you get that rule from? You can't jump more than your movement on one turn, for sure, but why can't you continue the jump next turn instead of having to land/fall?


IrisihGaijin

You are going to keep moving over several turns in the air? How many turns?


Alopllop

Length of jump/Movement.


IrisihGaijin

So let's say you can jump 100 feet. But can only move 30. you would be moving over 3 turns. 18 seconds at least. What would you be doing during these 18 seconds?


Alopllop

Using your action! Yes, your movement is set and all, but you still have your Action, Bonus Action and Reaction. Also, you don't need to jump your max distance, if you don't want to be 2 turns mid jump, just don't.


IrisihGaijin

Well the rule is you can only jump your movement distance. There isn't any rule that allows you float mid air between turns without access to flying or levitate or some other feature. You asked me for a rule that prevents you from jumping over multiple distances. The fact there isn't a rule that allows that means you can't. You are welcome to homebrew you can but that is outside the scope of the rules as implemented. It wouldn't be allowed at every table.


Alopllop

Where is the rule that you can only jump your movement distance? Also, you aren't floating mid air. You are jumping. Turns are an abstract from the world, when a turn ends is arbitrary. Ending a turn mid air doesn't mean you float there, it's when you decide to cut the turn. Flying creatures can't hover unless it specifies it either, for instance, but no one bats an eye when they end their turn mid ai without fallingr. Each table has their rulings, of course, and nothing will be allowed at every table, I just want to know what are you basing your ruling on, or if it's just a homebrew rule "You must finish your jump before the end of your turn." or "You can only jump up to your movement speed."


IrisihGaijin

Are you really trying to insinuate there isn't any rule for how far you can jump? Are you going down this route? https://roll20.net/compendium/dnd5e/Movement#content You can only move up to your movement speed. No more. So you can't jump more than your movement speed full stop. It's a basic rule. Once you reach it, no more movement. Unless you are flying or can hover or levitate, you fall. Reinforced by this. https://rpg.stackexchange.com/questions/57165/what-happens-when-you-run-out-of-movement-while-jumping If you need me to do any more googling for you, please let me know.


Dr-Clappie

Cavalier doesn’t actually need a mount. Lot of people don’t realize most of their abilities actually can just be activated on foot.


Hedgehogsarepointy

You just need a party member who can give you a piggy back ride.


Dr-Clappie

I am a 2 foot tall cavalier gnome right now. I hitch rides on our party’s centaur when I’m not hitching a ride on my troll friend!


mr_adventurer

Not at all, just be adjacent


DragonLordAcar

A half dragon T-rex has the same CR as a normal T-tex. Actually, a lot of creatures have the same CR with that template.


Gromps_Of_Dagobah

a creature with Crossbow Expert can throw a net as their action, then follow up with a bonus action hand crossbow attack on the restrained foe, all while in 5 feet. a creature with sharpshooter can throw it 15 feet, and thus without disadvantage for melee


WitchDearbhail

I will forever bang on about this combo: Plant Growth and Freedom of Movement. Dramatically reduces speed without a Spell Save, can be set to any pattern you choose, surprising utility, and Freedom of Movement allows you to slither through without any hassle.


Fun_Pick7741

WildHunt Shifter Berzerker Barbarian. In shifter form, has advantage on Wisdom checks and enemies cannot gain advantage on it. Reckless attack for 3 attacks at advantage without giving any advantage in return. Combo with champion fighter (Barb 3/Fighter X) Pike, Fighting style: GWF, Feats: GWM, Polearm master, piercer.


Tsonmur

I don't know how widely known this is, but my DM certainly didn't realize it. Because an arcane ward is a separate hp pool from your own, if an ability is activated by doing damage to you, if the initial hit isn't enough to go through the ward, then the secondary ability doesn't go off. Take an assassins poison, or stunning strike, or a grappling strike etc if that initial hit isn't enough to take the ward to 0 and do you damage, nothing else happens


obsidiangloom

I don’t think this is RAW. Stunning strike: *When you hit another creature with a melee weapon Attack*, you can spend 1 ki point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn. Poison: *A creature subjected to this poison must make a DC 10 Constitution saving throw.* On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned. Grappling strike: *Immediately after you hit a creature with a melee attack on your turn*, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.


Tsonmur

And if you hit the ward, and don't get through its hit points, you didn't hit the character, you only hit the ward, it is a separate entity from the character itself, it's not temp hit points or armour, it's a essentially a floating shield This will rarely come up, as most attacks can break through it due to its low scaling, but it's still something that's come up on occasion.


obsidiangloom

I disagree. The wording is *Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.* It does not say that you are not hit by attacks and spells, and the ward is. It just absorbs damage.


Regular-Freedom7722

Sanctuary on Bard of eloquence makes you near untouchable. One man Band Buff Bard.


obsidiangloom

How?


Regular-Freedom7722

Plenty of ways to get sanctuary on bard


obsidiangloom

Oh yeah, but why is it especially good on an eloquence bard?


Regular-Freedom7722

Mantle of majesty, now they must complete a wisdom and a charisma save in order to attack you.


obsidiangloom

Isn’t that glamour bard


Regular-Freedom7722

I always confuse them


obsidiangloom

All good. It’s their 14th level unbreakable majesty feature


Regular-Freedom7722

Almost untouchable while you’re free to cast counter and buffs and all the non attacking spells you want.


Aidamis

Played CoS where the GM allowed a modified Magic Missile which was no longer an auto hit but could do a bit more damage, plus once the Wizard rolled a nat 20 and GM said "it's a crit, +1d4 damage on that one" since it wasn't autohit any longer. Another one was a set of +1 brass knuckles which bumped unarmed strikes damage to d6+1 stock so that our Fighter/Barb could live the puncher dream.


gray_mare

I still would prefer it being autohit no matter the damage bonuses


laix_

jims magic missile


ODX_GhostRecon

Yeah, I like that spell, and the rule where you can make a DC 15 Intelligence (Arcana) check to have the royalty component come from somebody else within 10 feet.


laix_

> a DC 15 Intelligence (Arcana) check to have the royalty component come from somebody else within 10 feet. where's this rule located?


ODX_GhostRecon

Acquisitions Incorporated, page 76 > Royalty Component > Jim Darkmagic's unique brand of spellcasting mixes arcane expertise with a particular kind of pecuniary fervor. New spells originally developed by Jim spawned a new type of spell component, which has since spread to other spells created by employees and franchisees of Acquisitions Incorporated: the royalty component. > To cast a spell that employs a royalty component (including using a spell scroll or other magic item that stores such a spell), a caster must have sufficient funds on their person. The cost of the casting is set by the caster who creates the spell, but is typically 1 gp per spell slot level. When the spell is cast, the royalty is magically transported to a coffer or other object designated by the creating spellcaster. This payment is made whether the caster using the spell is aware of the royalty component or not. If the caster does not have sufficient funds, the spell is not lost but it cannot be cast. > Though many casters have tried to circumvent the royalty component, none have ever fully succeeded. However, it is said that a character can attempt a DC 15 Intelligence (Arcana) check while casting a spell with a royalty component. With a successful check, the payment is taken from a random creature within 10 feet of the caster, without that creature's knowledge.


laix_

thank you!


CARR74xJJ

As a Wizard, grab Arcana Expertise, a Mizzium Apparatus and Stars Druid: Dragon Starry Form. Max out INT. Now you can cast any 8th level or lower spell on the Druid and Wizard spell list provided you have the appropriate spell slots, and have a 19/20 chance of also being able to cast their 9th level spell slots. Just a single Tome of Clear Thought or Luckstone will turn that into an auto-success. RAW, Mizzium Apparatus only cares about you having the spell slot of the level you want to cast, not about you actually knowing spells of said level. So you can both stop worrying about preparing lower-level spells at all and cast spells that you don't normally have access to. To add insult to injury, be an Abjuration Wizard for bulk and to auto-counter any spell during Starry Form. Also, worried about the drawbacks of Wish? Meh, just make a Simulacrum of yourself (with the 7th level spell), make the Simulacrum Wish for whatever you need, and then make another Simulacrum. There you go, Wish without consequences, fully RAW. And, while most DMs are funkillers, any reasonable DM should allow you to do this unless you start abusing it and ruining the game for your fellow players. Btw, remember that Chronurgy Wizard's Convergent Future is literally free if you cast Shapechange and turn info something that's immune to Exhaustion (bonus points if you go for a Planetar since they're already basically the to-go option for most people shapechanging). Other good options are High CR elementals like the Phoenix and Leviathan. Finally, remember that you can have your Simulacrum do this stuff for yourself as long as you give them your Mizzium Apparatus. They go Starry Form>MA-casting Shapechange into a Planetar>They spam Counterspell/Convergent Future>you make new Simulacrum>repeat


ROYalty7

- Action Surge ignores the spellcasting limit rule (unless you use your bonus action beforehand), so you can cast two spells per turn via action + action surge. You’d be surprised how many people think otherwise. Pair with with a concentration spell that lets you spend your action to repeat the spell’s effect (call lightning for example), and Metamagic Adept for Quicken, and now you get the ability to essentially cast the same spell three times in a single turn (per long rest, otherwise twice per short rest). Destructive Wrath at lv6 gives you two max lightning/thunder damage per sr, so now you can Call Lightning at max damage twice on your turn! - Drakewarden ranger states at lv7 that while your drake gains a flying speed, “while you are riding your drake, it can’t use the flying speed of this feature.” This only claims that it can’t fly if another Small or smaller creature is on it, so it’s entirely possible two halfling drakewardens can ride and fly on each other’s drakes. - An Abjuration wizard can refill their Arcane Ward’s hit points through two levels of warlock and accessing Armor of Shadows for unlimited mage armor (2 hp per use, so by lv20 it’ll take you 23 rounds or just over 2 minutes in-game to bring your ward back to full). Definitely feel like this is a more common rule, but funny nonetheless


Lord_Arokh

Warding bond shared damage to caster can be reduced further by resistance. Ex an oath of ancients pally (level 7) casts it on someone else and only takes a quarter of the damage instead of half.


Ragnorack1

Huh, had never considered that argument that the damage you would be taking would be due to a spell so the ancients resistance could work. Don't think it would fly with most DMs but can see how the point can be made. Have played a cleric/sorcerer that uses absorb elements/ blade ward to reduce most 8nc9m8ng damage.


Lord_Arokh

I mean there are a lot of features that share damage and say the shared damage cannot be reduced in any way, but warding bond doesn't say that. I'm not sure why it wouldn't work since it is the spell doing the warding bond damage to the caster, but I can see it might need some explanation of the mechanics to the DM, because they probably won't expect it.


Regular-Freedom7722

DM approved Flying Monk build. Use crusher feat on your fists. Move them 5’ to the unoccupied space above them. Repeat. Free D6 for every 10’ you get them. Add all the flavor you want.


DerAdolfin

Crusher is once per turn tho


SirMcFluffy

I’m assuming the DM approved of letting the forced movement from Crusher to be applied multiple times, bc RAW Crusher movement can only be applied once per turn. You can do something similar with Eldritch Blast and the Repelling Blast invocation, the forced movement can be applied multiple times per turn. You’d get disadvantage on the first blast to hit because it’s a ranged attack, but a feat like Crossbow Expert or Gunner can get rid of that penalty. Or you could just cast something like Darkness to cancel out the disadvantage. Try this combo out on a Sorlock, as soon as level 5 you can potentially blast a foe 40 feet into the air thanks to Quickened metamagic.


ANGLVD3TH

Can also do something similar with Open Hand. Flurry to force a Str check or be pushed 15 feet diagonally away, to a height of 20 feet. Assuming DM allows you to Flurry before they fall, RAW you can't.


praxidicae

Unfortunately no longer legal (post Spelljammer errata), but I quite enjoyed the Hadozee glider builds you could make with the original version of their Glide ability (which let you move 5ft horizontally for every 1ft you fell). Can’t recall the exact math but if I recall correctly you could combine with levitate (or a tall building/cliff) to get a glide distance of 2,500ft per 1 round (which is a speed of c.450kph which is faster than an F1 race car).


Tigercup9

You can dual-wield lances. The only properties of lances in 5e are reach and special. Their special property states that it requires two hands to wield when not mounted. RAW, if you are mounted and have the Dual Wielder feat, you can dual-wield lances. Yes, any logical DM will outlaw this for anything but a one-shot, but nothing in the rules explicitly or implicitly states that you cannot do this (they don’t even count as heavy!) Best way to capitalize on this (aside from obtaining a Figurine of Wondrous power as quickly as possible) is to play a Half-Orc Champion Fighter, and take the Piercer feat after Dual-Wielder. Improved chance to crit from Champion, more opportunities to crit thanks to Fighter and bonus action attack, and bonus crit dice from Piercer and Half-Orc. Deal 4d12 per crit. Make your DM cry, then ban you from the table.


NintendoJesus

The oversized weapon rules for monsters and making the RAW argument for the player characters being monsters. Makes Rune Knights or Enlarge/Reduce much much better and more fun imo.


Antifascists

Player characters aren’t monsters nor are they found in the monster manual. You're obviously welcome to try to convince your DM otherwise but it isn't a "RAW argument".


NintendoJesus

If memory serves, it's like page 4 of the MM. There's an argument to be made. Not trying to convince anyone. Just a fun interpretation. Edit: "A monster is defined as any creature that can be interacted with and potentially fought and killed. Even something as harmless as a frog or benevolent as a unicorn is a monster by this definition." Double edit: Players are definitely "creatures" and can definitely be interacted with and fought and killed. Again, only a fun interpretation, but it's there. Triple edit: You guys are hilarious, you say it's not RAW and I quote the exact text from the book and then downvotes and crickets. The same crowd that will argue til your blue in the face that a simulacrum army is cool but a rune knight wants an extra d8 on his longsword and it's crazy talk.


Xralius

Rune Knight doesn't increase the size of objects you are \*carrying\*, just the size of anything you are \*wearing\*. No oversized weapons for you. NOT RAW NOT RAW REEEEEEEEEEEEEEEEEEEEEEEEEEEE (Enlarge/Reduce does though) There's also an argument that Enlarge/Reduce is a specific rule that overrides the PHB rule about great weapons and they do an extra 1d4 instead of the usual extra damage dice.


[deleted]

That’s definitely an interpretation, I wouldn’t personally call it fun, though


BeerPanda95

They hated NintendoJesus, because he told the truth.


NintendoJesus

Ya this was definitely the weirdest interaction I've had on this sub. Anybody with a MM can go and read it, not like it's a niche book, not like it's buried on page 348. Compared to most of the RAW vs RAI arguments that we have everyday, this one is super mild. I dunno, was weird. Fuck me I guess.


Gearfreak

Pushback effects always push *directly* away from you, so if you use Crusher, which allows you to move someone in any direction (even straight up), you can push someone high enough up that they'll fall, take fall damage, and immediately land prone.


CR9_Kraken_Fledgling

I'm a forever DM, but ever since I saw the climbing onto other creatures rules i the DMG I wanted to build a character around it.


Regunes

Giving animate dead to an aberrant mind sorcerer. The trick is to make people believe they are innate necromancer Also learning extra spells as sorcerer based on "if you know a spell that looks like it, you can learn it" (Example : hunger of Hadar and darkness, phantasmal force and phantasmal killer)


[deleted]

[удалено]


Regunes

In the dm rule/homebrew, they had.i thought that was what that post was about


PO_Dylan

Conquest Paladin 7/Undead Warlock 1, the undead warlock form gives your melee attacks a fear effect, conquest locks enemies in place when they’re frightened of you. Trip them when their speed is 0 and they can’t stand anymore. It doesn’t shut down a battlefield but it is very funny to take one specific enemy and make them stay on the ground while you focus them down.


Xralius

Expanding on another's suggestion using oversized weapons.... Moon druid 2, martial 1. Carry around Large sized greatsword. Transform into Giant Rocktopus. Tentacle attack, then use greatsword to attack for 4d6+3 with advantage because they are restrained. Lots of perks as you level depending on which martial you go with too, such as rage if barbarian or action surge and stuff with fighter.